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Imperial Steam box art

Imperial Steam

Game ID: GID0166685
Game Info
Year
2021
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Rating
Mechanic profile
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How this game feels to play
Description

The Industrial Age is starting to boom. You are in need of more workers for your factories, and you also need more workers to build railroad tracks to expand your railway network. This, in turn, will enable you to deliver the goods from your factories to cities with high demand — but be sure to earmark goods for fulfilling profitable public contracts because when the connection to Trieste is made, your net worth is all that matters.

Imperial Steam is a highly strategic yet accessible economic and logistics game that sees you making difficult decisions as you manage your business's operations while navigating fierce competition to ensure your victory!

—description from the publisher

Description

The Industrial Age is starting to boom. You are in need of more workers for your factories, and you also need more workers to build railroad tracks to expand your railway network. This, in turn, will enable you to deliver the goods from your factories to cities with high demand — but be sure to earmark goods for fulfilling profitable public contracts because when the connection to Trieste is made, your net worth is all that matters.

Imperial Steam is a highly strategic yet accessible economic and logistics game that sees you making difficult decisions as you manage your business's operations while navigating fierce competition to ensure your victory!

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 7 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–8 of 8
Video 5hVrRFlo7go jungus games Discussion at 11:50 sentiment: positive
video_pk 67052 · mention_pk 163019
jungus games - Imperial Steam video thumbnail
Click to watch at 11:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the big change here is i'm turning the good games vlog into a patreon exclusive
  • the only constant is change
  • i adore bunny kingdom
References (from this video)
No references stored for this video.
Video pf5KL-WrmoM jungkits games Live Q And A at 1:09 sentiment: neutral
video_pk 66015 · mention_pk 160364
jungkits games - Imperial Steam video thumbnail
Click to watch at 1:09 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the only constant is change
  • jungkus games is my full-time career
  • i want to make this digest of all games i've talked about on the site
References (from this video)
No references stored for this video.
Video yGV0QtYkZm0 The Board Gaming Doctor Review at 0:09 sentiment: positive
video_pk 65483 · mention_pk 159160
The Board Gaming Doctor - Imperial Steam video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Mechanisms mesh really well together, creating a nice flow.
  • Mechanically fits the theme.
  • Offers great strategic and turn-by-turn decisions.
  • Meaningful variability and replayability.
Cons
  • Too punishing.
  • Can lose from the onset or in the first turn or two.
  • Not as positively interactive as Brass.
  • Rules burden.
  • Potential for repetitiveness if slight variations aren't appreciated.
Thematic elements
  • railroad business management, expanding railways
  • mid-1800s, from Wien in Austria to Trieste in Italy
Comparison games
  • Lignum
  • Lowlands
  • Age of Steam
  • Brass
  • Indonesia
Mechanics (from transcript analysis)
  • action selection — Economically based Eurogame featuring action selection.
  • bidding — There is an opportunity to bid for player turn order and place yourself at a starting point on this track.
  • contract fulfillment — Economically based Eurogame featuring contract fulfillment.
  • investor track — Features the concept of investors in this game. You take contracts, which allow you to acquire investors, and you place them on your investor track. As you increase your share prices, while at the same time losing reputation on the reputation track, you have the chance to, for free, divest and gain money.
  • reputation track — A dynamic track that allows you to, if you meet or exceed the reputation of different cities of the game, hire workers from those cities. Also, if you throughout the game deliver coal to these cities, you can acquire special keys to the city which will give you bonus money at the end of the game. Whoever is on the track will be first player in the next round.
  • Route Building — Economically based Eurogame featuring route building. The route building is kind of shared between the two games.
  • worker placement — Economically based Eurogame featuring worker placement.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • While I try to stay up to date with the latest hotness, I've really enjoyed playing older titles, and Imperial Steam was one that I replayed recently that I felt I should talk about.
  • Even though these mechanisms sound ubiquitous to many other Eurogames, this one feels a little different, and I'll tell you why.
  • So, you must balance the enticing prospect of cash flow, which is necessary in this game as money is pretty tight with the looming loss of money at the end of the game which could make or break your score.
  • The number one comment for those who had negative things to say about this game was that it was too punishing.
  • And so that adds to the punishing nature of this game, which can be quite the turn-off for some players.
  • The solo mode was interesting to me. I I felt like Turczi solo modes have been quite difficult to learn and run in the past, but in this case it took you know, some time to understand, but I felt like it only took like a half a game or so to fully understand the action cards, understand the and decipher what is on them with uh minimal referencing to the rulebook.
  • But you know, as for the other areas, other criteria, I think this game really can play in a good amount of time. I think it does offer a great strategic and turn you know, those turn-by-turn decisions every turn in a good amount of time, so I gave high ratings for those.
  • So, in sum, I really like this game. I want to play more of it. I recognize it's not for everyone since it's quite punishing, but if you're up for that kind of experience, if you prepare ahead of time, I quite recommend this game.
References (from this video)
No references stored for this video.
Video grioVsA2gO0 Getting Games Playthrough at 0:03 sentiment: positive
video_pk 63342 · mention_pk 156696
Getting Games - Imperial Steam video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rewards long-term strategic planning and optimization
  • Shines in two-player format with meaningful interaction and competition
  • Deterministic systems with deep, interconnected mechanics
  • Engaging combination of tracking, deliveries, contracts, and stock/investment mechanics
Cons
  • Early rounds can feel tight and slow as players acclimate to many rules
  • High complexity and steep learning curve for new players
  • Managing storage and ensuring enough resources can be challenging
Thematic elements
  • economic development and railway construction
  • Rail network expansion centered on Vienna (Wien) to Trieste in a European context
  • economic strategy with resource management
Comparison games
  • Carnegie
Mechanics (from transcript analysis)
  • action tokens and action market — Players place action tokens on one of 11 actions in turn order, revealing and resolving actions sequentially each round.
  • blind bidding for starting influence — Players secretly bid money to determine starting influence and turn order; highest influence starts.
  • contracts — Contracts offer end-game money if certain conditions are met; they may provide investors and require blocking freight cars if not completed.
  • contracts and end-game scoring — Contracts offer end-game money if certain conditions are met; they may provide investors and require blocking freight cars if not completed.
  • deliveries to hub cities — Delivers from factories to hub cities; each hub city has a required set of goods and delivers money; coal powers deliveries; deliveries affect city influence.
  • end game bonuses — Deliveries can yield large city keys; keys contribute to end-game scoring and have a value based on city influence.
  • end-game keys — Deliveries can yield large city keys; keys contribute to end-game scoring and have a value based on city influence.
  • factories and workers — Workers are hired from city markets; factories produce goods and influence future actions; workers can be upgraded or moved to increase efficiency.
  • investors / stock market — Players can buy and sell stock via investors; stock price can be adjusted and investors pay money; end-game penalties apply to investors.
  • Network/route building — Players build rail tracks to connect cities; building consumes resources and involves an 'effort' cost based on worker placement and city gear icons.
  • Pick-up and deliver — Delivers from factories to hub cities; each hub city has a required set of goods and delivers money; coal powers deliveries; deliveries affect city influence.
  • royal railway network (free action) — A free action to build on government-owned royal railway crowns by paying the higher adjacent city cost.
  • track building and fees — Players build rail tracks to connect cities; building consumes resources and involves an 'effort' cost based on worker placement and city gear icons.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's essentially an economic game
  • multiplayer solitaire until it's not
  • This is a clever game
  • I really enjoyed this one, John
References (from this video)
No references stored for this video.
Video ylcNplo6pas Board Game Critique Analysis at 14:15 sentiment: positive
video_pk 62507 · mention_pk 155142
Board Game Critique - Imperial Steam video thumbnail
Click to watch at 14:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tight, knife-edge economic simulation with interlocking systems
  • Strong investor/contract and dividends dynamic adds bite
  • Excellent thematic integration and punishing but rewarding pacing
  • Large table presence and distinguishable production
Cons
  • Heaviest rules overhead among the three
  • Longer play sessions; not forgiving for missteps
  • Enormous table footprint with multiple boards and components
Thematic elements
  • infrastructure, workers, contracts, and capital
  • Austrian Empire (Vienna to Trieste) – railway network construction
  • economically punishing, investor-driven euro with multiple intertwined subsystems
Comparison games
  • Brass Birmingham
  • Nucleium
Mechanics (from transcript analysis)
  • Build / Staff / Produce — Build buildings, staff factories, and produce goods; manage a large action set across rounds.
  • Build tracks — Place one or two tracks on a connection, paying resources (wood, stone, iron) plus bridge/tunnel adjustments; assign workers to match city requirements.
  • Contract / Share / Dividends — Fulfill contracts for money; manage shares and investors, with a late-game dividend penalty based on shares sold.
  • Endgame / Rounds — Game ends when eight rounds complete or Trieste is connected; endgame scoring uses contracts, goods, and dividend penalties.
  • Hire — Turn order and hiring are driven by a dynamic influence track; higher influence gives earlier turn order but may limit cheap labor sources.
  • influence — Influence gates turn order and labor sources; over-repetition of actions can drop influence and hurt position.
  • Influence Points — Influence gates turn order and labor sources; over-repetition of actions can drop influence and hurt position.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Brass Birmingham is the elegant industrial classic with two eras and shared resources.
  • The rhythm is absolutely core.
  • Nucleium's tile system is one of its defining features.
  • Imperial Steam is the most overtly punishing.
References (from this video)
No references stored for this video.
Video 5BpNM4XYY-k Rolling Dice & Taking Names Review at 1:39:32 sentiment: positive
video_pk 4529 · mention_pk 13303
Rolling Dice & Taking Names - Imperial Steam video thumbnail
Click to watch at 1:39:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • dense strategic decisions
  • classic Capstone depth
Cons
  • longer playtime
  • steep learning curve
Thematic elements
  • railways and steam-powered networks
  • Industrial-era Europe
  • dense euro strategy
Comparison games
  • Ragusa
  • Kalimala
Mechanics (from transcript analysis)
  • track/tile development — build networks and optimize production/points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we are proud members of the old people's club
  • taste buds, taste buds, taste buds
  • this is going to be a long one
  • the fog of war of the cards
  • you maximize everything you can every turn
References (from this video)
No references stored for this video.
Video Ar1EE2bAx5I Rolling Dice & Taking Names Discussion at 0:13 sentiment: positive
video_pk 2656 · mention_pk 7812
Rolling Dice & Taking Names - Imperial Steam video thumbnail
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • rich, heavy euro with meaningful decisions
  • deep interlocking systems between workers, factories, and contracts
  • great production value and thematic coherence
Cons
  • setup can be lengthy for first game
  • rules complexity may overwhelm new players
Thematic elements
  • industrial progress, rail networks, capitalism
  • Industrial era Europe, rail expansion and factory economy
  • historical/strategic with economic tension
Comparison games
  • The King is Dead
Mechanics (from transcript analysis)
  • economy / resource management — Goods, money, and production chains drive factory output and endgame scoring via contracts.
  • influence tracking — Global influence markers affect access to workers and actions across cities.
  • Worker placement / action selection — Eight distinct action types taken each round; setup flows into a sequence of phases that guide actions and economy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a ginger flavored soft drink
  • it's a gingerbread cookie drink that's what it is because there's a gingerbread cookie on it
  • money is tight in this game
  • there are eight phases in a round there are eight rounds in a game
  • you can't afford to short suit yourself because you may need all of a sudden marriage cards
  • this is one of those games when i read the rules i thought i don't know there's so much going on
  • the king is dead… brian boru
  • it's a trick-taking card game … you draft two cards
  • the production and art are phenomenal
  • there's a lot of stuff going on here
References (from this video)
No references stored for this video.
Video 4lJaDQ-pujo Getting Games Rules Teach at 0:00 sentiment: positive
video_pk 1112 · mention_pk 3240
Getting Games - Imperial Steam video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Detailed, step-by-step explanation suitable for new players
  • Covers both general flow and round-by-round actions
  • Clear demonstrations of complex mechanics like influence, contracts, and deliveries
Cons
  • Very dense rules; may be overwhelming for casual players
  • Two-player variant adds complexity; streamlines may differ from multi-player
Thematic elements
  • Railroad expansion, finance, and production in a historical/industrial setting
  • Industrial Central Europe rail network; Wien to Trieste, hub cities, factories, contracts
  • Tutorial/Rules explanation with playthrough on a two-player map
Comparison games
none
Mechanics (from transcript analysis)
  • Action token placement — Players place action tokens on tiles to perform actions; repeated actions incur influence penalties.
  • Contracts and hub cities — Take contracts requiring specific factories; connect to hub cities to gain money and endgame bonuses.
  • Delivery to hub cities — Deliver resources from factories to hub cities for money and to increase city influence.
  • Factories and production — Convert workers into factories; harvest resources; use factories to deliver goods or store resources.
  • Final scoring and Trieste connection — Endgame scoring depends on connections to Trieste and fulfillment of contracts; hub keys provide additional bonuses.
  • Income and scoring — Round-by-round income from stations and passenger cars; endgame scoring considers money, influence, resources, and keys.
  • Rail network building — Lay tracks connecting cities using resources and effort; bridges/tunnels add costs; network expansion unlocks bonuses.
  • Stock market and investors — Sell stocks to investors; stock price and investor penalties influence endgame scoring.
  • Worker hiring and training — Hire workers from cities based on influence; training advances workers for more powerful actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • create a rail network from Wien all the way down to Trieste
  • eight rounds
  • money is effectively victory points
  • delivering wood from your factory to hub cities pays out 70 money
  • the most money at the end of the game is how you win
References (from this video)
No references stored for this video.
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